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Fix for not replaying individual dispatch properly.
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@@ -1850,6 +1850,9 @@ void WrappedVulkan::ReplayLog(uint32_t frameID, uint32_t startEventID, uint32_t
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// if a render pass was active, begin it and set up the partial replay state
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if(m_PartialReplayData.renderPassActive)
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m_RenderState.BeginRenderPassAndApplyState(cmd);
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// if we had a compute pipeline, need to bind that
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else if(m_RenderState.compute.pipeline != ResourceId())
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m_RenderState.BindPipeline(cmd);
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ContextReplayLog(EXECUTING, endEventID, endEventID, partial);
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